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05:56, 27th April 2024 (GMT+0)

Lucky

====== Created Using Wizards of the Coast D&D Character Builder ======
Lucky Shaman, level 1
Razorclaw Shifter, Shaman
Companion Spirit: Watcher Spirit

FINAL ABILITY SCORES
Str 10, Con 13, Dex 18, Int 9, Wis 18, Cha 10.

STARTING ABILITY SCORES
Str 10, Con 13, Dex 16, Int 9, Wis 16, Cha 10.


AC: 16 Fort: 12 Reflex: 14 Will: 15
HP: 25 Surges: 8 Surge Value: 6

TRAINED SKILLS
Nature +9, Insight +9, Heal +9, Perception +9

UNTRAINED SKILLS
Acrobatics +6, Arcana -1, Bluff, Diplomacy, Dungeoneering +4, Endurance +1, History -1, Intimidate, Religion -1, Stealth +6, Streetwise, Thievery +4, Athletics

FEATS
Level 1: Resilient Spirit

POWERS
Claws of the Eagle Shaman Attack 1
At-Will. Primal, Spirit
Standard Action Melee spirit 1
Target: One creature
Effect: One ally adjacent to your spirit companion or
within 3 squares of you can make a basic attack against the target. If the ally's attack hits, the target grants combat advantage until the end of your next turn.

Shaman at-will 1: Spirit of the Tempest
At-Will. Implement, Primal, Thunder
Standard Action Melee 1
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 1 d8 + Wisdom modifier thunder damage.
Level 21: 2d8 + Wisdom modifier thunder damage.
Effect: One ally within 2 squares of either you or your
spirit companion can make a saving throw.

Shaman encounter 1: Certain Threat
Encounter. Implement, Primal, Spirit
Standard Action Melee spirit 1
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 2d6 +Wisdom modifier damage, and the target is marked by your spirit companion until the end of your next turn or until your spirit companion disappears. Protector Spirit: The penalty to attack rolls that the target takes from being marked by this power equals 1 +your Constitution modifier instead of -1.


Shaman daily 1: Spirit of the Healing Flood
Daily ✦ Healing, Implement, Primal
Standard Action Close burst 5
Target: Each enemy in burst
Attack: Wisdom vs. Fortitude
Hit: 1d8 + Wisdom modifier damage.
Miss: Half damage.
Effect: Until the end of the encounter, you and each ally in
the burst gain regeneration 2 while bloodied. As a minor
action, a character can end this effect on himself or
herself to regain 10 hit points.

Spirit's Prey Shaman Fealure
At-Will. Primal, Spirit
Opportunity Action Melee spirit 1
Trigger: An enemy leaves a square adjacent to your spirit
companion without shifting
Target: The triggering enemy
Effect: One ally within 10 squares of your spirit companion
can make a ranged basic attack against the target as a
free action with combat advantage.
At-Will Attack Power: You gain the claws of the eaB'e power. You choose a second 1st-level at-will attack power as normal.

Spirit Boon: Enemies adjacent to your spirit companion can't gain cover from other enemies. In addition, your allies can treat any enemy adjacent to your spirit companion as their nearest enemy.

Call Spirit Companion Shaman Feature
Your soul reaches out to your spirit friend, which faithfully
appears at your side.
At-Will ✦ Conjuration, Primal
Minor Action Close burst 20
Effect: You conjure your spirit companion in an unoccupied
square in the burst. The spirit lasts until you fall
unconscious or until you dismiss it as a minor action. The
spirit occupies 1 square. Enemies cannot move through
its space, but allies can. When you take a move action,
you can also move the spirit a number of squares equal
to your speed.
The spirit can be targeted by melee or ranged attacks,
although it lacks hit points. If a single melee or ranged
attack deals damage to the spirit equal to 10 + one-half
your level or higher, the spirit disappears, and you take
damage equal to 5 + one-half your level. Otherwise, the
spirit is unaffected by the attack.

Healing Spirit Shaman Feature
You call to the spirits on behalf of a wounded ally, closing
wounds and filling your ally with vigor.
Encounter (Special) ✦ Healing, Primal
Minor Action Close burst 5
Target: You or one ally in burst
Effect: The target can spend a healing surge. If the target
does so, one ally adjacent to your spirit companion, other
than the target, regains 1d6 hit points.
Level 6: 2d6 hit points.
Level 11: 3d6 hit points.
Level 16: 4d6 hit points.
Level 21: 5d6 hit points.
Level 26: 6d6 hit points.
Special: You can use this power twice per encounter,
but only once per round. At 16th level, you can use this
power three times per encounter, but only once per
round.
Speak with Spirits Shaman Feature
You commune with the spirits, letting them guide your words
and actions.
Encounter ✦ Primal
Minor Action Personal
Effect: During this turn, you gain a bonus to your next skill
check equal to your Wisdom modifier.

ITEMS
Adventurer's Kit, Leather Armor, Dagger
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====== Created Using Wizards of the Coast D&D Character Builder ======
Lucky hybrid archer rogue, level 1
Longtooth Shifter, Ranger|Rogue
Hybrid Ranger: Hybrid Ranger Fortitude
Hybrid Talent: Ranger Armor Proficiency

FINAL ABILITY SCORES
Str 12, Con 11, Dex 18, Int 8, Wis 12, Cha 14.

STARTING ABILITY SCORES
Str 10, Con 11, Dex 18, Int 8, Wis 10, Cha 14.


AC: 17 Fort: 12 Reflex: 15 Will: 12
HP: 23 Surges: 6 Surge Value: 5

TRAINED SKILLS
Acrobatics +8, Insight +6, Perception +6, Stealth +8, Thievery +8, Streetwise +7

UNTRAINED SKILLS
Arcana -1, Bluff +2, Diplomacy +2, Dungeoneering +1, Endurance +1, Heal +1, History -1, Intimidate +2, Nature +1, Religion -1, Athletics +2

FEATS
Level 1: Hybrid Talent

POWERS
Hybrid at-will 1: Twin Strike
Hybrid at-will 1: Sly Flourish
Hybrid encounter 1: Evasive Strike
Hybrid daily 1: Blinding Barrage

ITEMS
Adventurer's Kit, Hide Armor, Repeating crossbow
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